I was playing earlier and found that the solo rules were a bit too easy to not die and it just turned in to a grind. Without wanting to make things too complicated I added some rules to make it more of a challenge and a little quicker.
After playing a couple of games I've come very, very close to dying 2 times and finally ran out of gold to make that extra sprint at the end to the exit token (last one about 6 squares away).
Remove 1 Scroll token and 1 Healing Fountain token, add the Baldrick's Gem token
Remove the following skill cards:
Opportunistic Paladin, Mediator, Profiteer, Endurance, Scout, Apothecary
Remove the following scrolls:
Beast Master, Sticky Fingers (or substitute as a Scroll of Riches with ability 'Gain 3 coins')
Set up tokens as normal (10 + exit) on the following squares each time 14, 22, 27, 35, 42, 48, 54, 56, 72, 74, 87 (the example layout shown in the rules)
If a player lands on the Baldrick's Gem token they gain the gem token and a cursed card; the cursed card's effect lasts until the end of the dungeon (or 'permanently' in the case of -HP, etc)
If a player completes a dungeon while in possession of Baldrick's Gem they can sell it for X gold, where X is their level when exiting the dungeon
Players shuffle level II monsters in when they are level 2, level III monsters when they are level 3
Once players are level 5 they will remove level I monsters from the monster deck after they are defeated
Once players are level 7 they will remove level II monsters from the monster deck after they are defeated
The Healing Fountain may only heal up to 2 HP
(Highly) Suggested Rules:
Normal difficulty only (5 turns)
Players die if they don't escape to the exit in time
Players must shuffle and draw skill cards randomly
Thanks for sharing your Solo variants, Barry!